/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
* Cube 21 - a Rubik-like puzzle. It changes its shape and has more than
* 200 configurations. It is known better as Square-1, but it is called
* Cube 21 in the Czech republic, where it was invented in 1992.
*
* This file is derived from cage.c,
* "cage --- the Impossible Cage, an Escher like scene",
* by Marcelo F. Vienna,
* parts from gltext.c by Jamie Zawinski
*
* Vaclav (Vasek) Potocek
* vasek.potocek@post.cz
*/
/* TODO:
* some simple "solve mode"
* use rotator
*/
/*-
* Texture mapping is only available on RGBA contexts, Mono and color index
* visuals DO NOT support texture mapping in OpenGL.
*
* BUT Mesa do implements RGBA contexts in pseudo color visuals, so texture
* mapping should work on PseudoColor, DirectColor, TrueColor using Mesa. Mono
* is not officially supported for both OpenGL and Mesa, but seems to not crash
* Mesa.
*
* In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
*/
#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n"
# define release_cube21 0
#include "xlockmore.h"
#include "gltrackball.h"
#ifdef USE_GL
#define DEF_SPIN "True"
#define DEF_WANDER "True"
#define DEF_TEXTURE "True"
#define DEF_RANDOMIZE "True"
#define DEF_SPINSPEED "1.0"
#define DEF_ROTSPEED "3.0"
#define DEF_WANDERSPEED "0.02"
#define DEF_WAIT "40.0"
#define DEF_CUBESIZE "0.7"
#define DEF_COLORMODE "six"
#ifdef Pi
#undef Pi
#endif
#define Pi M_PI
#define SHUFFLE 100
#define COS15 0.9659258263
#define SIN15 0.2588190451
#define COS30 0.8660254038
#define SIN30 0.5000000000
#define TEX_WIDTH 128
#define TEX_HEIGHT 128
#define TEX_GRAY 0.7, 0.7
#define BORDER 3
#define BORDER2 9
#define rnd01() (random()%2)
#define rndcolor() (frand(0.5)+0.3)
/*************************************************************************/
static Bool spin, wander, rndstart, tex;
static float spinspeed, tspeed, wspeed, twait, size;
static char *colmode_s;
static int colmode;
static argtype vars[] = {
{ &spin, "spin", "Spin", DEF_SPIN, t_Bool},
{ &wander, "wander", "Wander", DEF_WANDER, t_Bool},
{ &rndstart, "randomize", "Randomize", DEF_RANDOMIZE, t_Bool},
{ &tex, "texture", "Texture", DEF_TEXTURE, t_Bool},
{ &spinspeed, "spinspeed", "SpinSpeed", DEF_SPINSPEED, t_Float},
{ &tspeed, "rotspeed", "RotSpeed", DEF_ROTSPEED, t_Float},
{ &wspeed, "wanderspeed", "WanderSpeed", DEF_WANDERSPEED, t_Float},
{ &twait, "wait", "Wait", DEF_WAIT, t_Float},
{ &size, "cubesize", "CubeSize", DEF_CUBESIZE, t_Float},
{ &colmode_s, "colormode", "ColorMode", DEF_COLORMODE, t_String}
};
static XrmOptionDescRec opts[] = {
{ "-spin", ".spin", XrmoptionNoArg, "True" },
{ "+spin", ".spin", XrmoptionNoArg, "False" },
{ "-wander", ".wander", XrmoptionNoArg, "True" },
{ "+wander", ".wander", XrmoptionNoArg, "False" },
{ "-randomize", ".randomize", XrmoptionNoArg, "True" },
{ "+randomize", ".randomize", XrmoptionNoArg, "False" },
{ "-texture", ".texture", XrmoptionNoArg, "True" },
{ "+texture", ".texture", XrmoptionNoArg, "False" },
{ "-spinspeed", ".spinspeed", XrmoptionSepArg, 0 },
{ "-wanderspeed", ".wanderspeed", XrmoptionSepArg, 0 },
{ "-rotspeed", ".rotspeed", XrmoptionSepArg, 0 },
{ "-wait", ".wait", XrmoptionSepArg, 0 },
{ "-cubesize", ".cubesize", XrmoptionSepArg, 0 },
{ "-colormode", ".colormode", XrmoptionSepArg, 0 }
};
ENTRYPOINT ModeSpecOpt cube21_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct cube21_description =
{ "cube21", "init_cube21", "draw_cube21", NULL,
"draw_cube21", "change_cube21", NULL, &cube21_opts,
25000, 1, 1, 1, 1.0, 4, "",
"Shows randomly shuffling Cube 21", 0, NULL
};
#endif
typedef enum {
CUBE21_STATE_BASIC,
CUBE21_PAUSE1 = CUBE21_STATE_BASIC,
CUBE21_ROT_BASE,
CUBE21_ROT_TOP = CUBE21_ROT_BASE,
CUBE21_ROT_BOTTOM,
CUBE21_PAUSE2,
CUBE21_HALF_BASE,
CUBE21_HALF1 = CUBE21_HALF_BASE,
CUBE21_HALF2
} cube21_state;
typedef enum {
CUBE21_COLOR_WHITE,
CUBE21_COLOR_RANDOM,
CUBE21_COLOR_SILVER,
CUBE21_COLOR_TWORND,
CUBE21_COLOR_CLASSIC,
CUBE21_COLOR_SIXRND
} cube21_cmode;
typedef int pieces_t[2][13];
typedef int cind_t[5][12];
typedef GLfloat col_t[6][3];
typedef struct {
GLXContext *glx_context;
GLfloat ratio;
cube21_state state; /* type of "rotation" - shuffling */
GLfloat xrot, yrot; /* "spin" - object rotation around axis */
GLfloat posarg; /* position argument (for sine function) */
GLfloat t, tmax; /* rotation clock */
int hf[2], fr[2]; /* half flipped / face rotated flags */
int rface, ramount; /* selected face and amount of rotation in multiplies of 30deg */
int pieces[2][13]; /* locations of "narrow" and "wide" pieces */
int cind[5][12]; /* color indices */
GLfloat colors[6][3]; /* color map */
Bool wire, cmat;
unsigned char texture[TEX_HEIGHT][TEX_WIDTH];
GLfloat texp, texq, posc[6];
GLfloat color_inner[4];
Bool button_down_p;
trackball_state *trackball;
} cube21_conf;
static cube21_conf *cube21 = NULL;
static const GLfloat shininess = 20.0;
static const GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0};
static const GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
static const GLfloat position0[] = {1.0, 1.0, 1.0, 0.0};
static const GLfloat position1[] = {-1.0, -1.0, 1.0, 0.0};
static const GLfloat lmodel_ambient[] = {0.1, 0.1, 0.1, 1.0};
static const GLfloat material_ambient[] = {0.7, 0.7, 0.7, 1.0};
static const GLfloat material_diffuse[] = {0.7, 0.7, 0.7, 1.0};
static const GLfloat material_specular[] = {0.2, 0.2, 0.2, 1.0};
static const GLfloat zpos = -18.0;
/*************************************************************************/
static void find_matches(pieces_t pieces, int matches[12], int s)
{
int i, j = 1;
for(i = 1; i<6; i++) {
if(pieces[s][i] && pieces[s][i+6]) {
matches[j++] = i;
}
}
matches[0] = j;
for(i = 1; i<matches[0]; i++) {
matches[j++] = matches[i]-6;
}
matches[j++] = 6;
matches[0] = j;
}
static void rot_face(pieces_t pieces, cind_t colors, int s, int o)
{
int i;
int tmp[12], tmpc[2][12];
int c0 = 2*s, c1 = c0+1;
for(i = 0; i<12; i++) {
tmp[i] = pieces[s][i];
tmpc[0][i] = colors[c0][i];
tmpc[1][i] = colors[c1][i];
}
if(o<0) o += 12;
for(i = 0; i<12; i++, o++) {
if(o==12) o = 0;
pieces[s][i] = tmp[o];
colors[c0][i] = tmpc[0][o];
colors[c1][i] = tmpc[1][o];
}
}
static void rot_halves(pieces_t pieces, cind_t colors, int hf[2], int s)
{
int ss = 6*s, i, j, k, t;
for(i = 0; i<6; i++) {
j = ss+i; k = ss+6-i;
t = pieces[0][j];
pieces[0][j] = pieces[1][k];
pieces[1][k] = t;
k--;
t = colors[0][j];
colors[0][j] = colors[2][k];
colors[2][k] = t;
t = colors[1][j];
colors[1][j] = colors[3][k];
colors[3][k] = t;
}
hf[s] ^= 1;
}
static void randomize(cube21_conf *cp)
{
int i, j, s;
int matches[12];
for(i = 0; i<SHUFFLE; i++) {
s = rnd01();
find_matches(cp->pieces, matches, s);
j = matches[0]-1;
j = random()%j;
j = matches[j+1];
rot_face(cp->pieces, cp->cind, s, j);
s = rnd01();
rot_halves(cp->pieces, cp->cind, cp->hf, s);
}
}
static void finish(cube21_conf *cp)
{
int j, s;
int matches[12];
switch(cp->state) {
case CUBE21_PAUSE1:
s = rnd01();
find_matches(cp->pieces, matches, s);
j = matches[0]-1;
j = random()%j;
j = matches[j+1];
if(j==6 && rnd01()) j = -6;
cp->state = CUBE21_ROT_BASE+s;
cp->tmax = 30.0*abs(j);
cp->fr[0] = cp->fr[1] = 0;
cp->rface = s;
cp->ramount = j;
break;
case CUBE21_ROT_TOP:
case CUBE21_ROT_BOTTOM:
rot_face(cp->pieces, cp->cind, s = cp->rface, cp->ramount);
cp->fr[s] = 1;
s ^= 1;
if(!cp->fr[s] && rnd01()) {
find_matches(cp->pieces, matches, s);
j = matches[0]-1;
j = random()%j;
j = matches[j+1];
if(j==6 && rnd01()) j = -6;
cp->state = CUBE21_ROT_BASE+s;
cp->tmax = 30.0*abs(j);
cp->rface = s;
cp->ramount = j;
break;
} else {
cp->state = CUBE21_PAUSE2;
cp->tmax = twait;
break;
}
case CUBE21_PAUSE2:
s = rnd01();
cp->ramount = -rnd01(); /* 0 or -1, only sign is significant in this case */
cp->state = CUBE21_HALF_BASE+s;
cp->tmax = 180.0;
cp->rface = s;
break;
case CUBE21_HALF1:
case CUBE21_HALF2:
rot_halves(cp->pieces, cp->cind, cp->hf, cp->rface);
cp->state = CUBE21_PAUSE1;
cp->tmax = twait;
break;
}
cp->t = 0;
}
static void draw_narrow_piece(ModeInfo *mi, cube21_conf *cp, GLfloat s, int c1, int c2, col_t colors)
{
GLfloat s1 = cp->posc[0]*s;
glBegin(GL_TRIANGLES);
glNormal3f(0.0, 0.0, s);
if(cp->cmat) glColor3fv(colors[c1]);
glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s);
glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[1], 0.0, s);
glTexCoord2f(cp->texp, 0.0); glVertex3f(cp->posc[2], cp->posc[3], s);
mi->polygon_count++;
glNormal3f(0.0, 0.0, -s);
if(cp->cmat) glColor3fv(cp->color_inner);
glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s1);
glVertex3f(cp->posc[1], 0.0, s1);
glVertex3f(cp->posc[2], cp->posc[3], s1);
mi->polygon_count++;
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0, -1.0, 0.0);
if(cp->cmat) glColor3fv(cp->color_inner);
glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s);
glVertex3f(cp->posc[1], 0.0, s);
glVertex3f(cp->posc[1], 0.0, s1);
glVertex3f(0.0, 0.0, s1);
mi->polygon_count++;
glNormal3f(COS15, SIN15, 0.0);
if(cp->cmat) glColor3fv(colors[c2]);
glTexCoord2f(cp->texq, cp->texq); glVertex3f(cp->posc[1], 0.0, s);
glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[2], cp->posc[3], s);
glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[2], cp->posc[3], s1);
glTexCoord2f(1.0, cp->texq); glVertex3f(cp->posc[1], 0.0, s1);
mi->polygon_count++;
glNormal3f(-SIN30, COS30, 0.0);
if(cp->cmat) glColor3fv(cp->color_inner);
glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s);
glVertex3f(cp->posc[2], cp->posc[3], s);
glVertex3f(cp->posc[2], cp->posc[3], s1);
glVertex3f(0.0, 0.0, s1);
mi->polygon_count++;
glEnd();
glRotatef(30.0, 0.0, 0.0, 1.0);
}
static void draw_wide_piece(ModeInfo *mi, cube21_conf *cp, GLfloat s, int c1, int c2, int c3, col_t colors)
{
GLfloat s1 = cp->posc[0]*s;
glBegin(GL_TRIANGLES);
glNormal3f(0.0, 0.0, s);
if(cp->cmat) glColor3fv(colors[c1]);
glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s);
glTexCoord2f(cp->texp, 0.0); glVertex3f(cp->posc[1], 0.0, s);
glTexCoord2f(0.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s);
glTexCoord2f(0.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s);
glTexCoord2f(0.0, cp->texp); glVertex3f(cp->posc[3], cp->posc[2], s);
glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s);
glNormal3f(0.0, 0.0, -s);
if(cp->cmat) glColor3fv(cp->color_inner);
glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s1);
glVertex3f(cp->posc[1], 0.0, s1);
glVertex3f(cp->posc[4], cp->posc[5], s1);
glVertex3f(cp->posc[4], cp->posc[5], s1);
glVertex3f(cp->posc[3], cp->posc[2], s1);
glVertex3f(0.0, 0.0, s1);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0, -1.0, 0);
if(cp->cmat) glColor3fv(cp->color_inner);
glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s);
glVertex3f(cp->posc[1], 0.0, s);
glVertex3f(cp->posc[1], 0.0, s1);
glVertex3f(0.0, 0.0, s1);
glNormal3f(COS15, -SIN15, 0.0);
if(cp->cmat) glColor3fv(colors[c2]);
glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[1], 0.0, s);
glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s);
glTexCoord2f(1.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s1);
glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[1], 0.0, s1);
glNormal3f(SIN15, COS15, 0.0);
if(cp->cmat) glColor3fv(colors[c3]);
glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], s);
glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[3], cp->posc[2], s);
glTexCoord2f(1.0, 0.0); glVertex3f(cp->posc[3], cp->posc[2], s1);
glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], s1);
glNormal3f(-COS30, SIN30, 0.0);
if(cp->cmat) glColor3fv(cp->color_inner);
glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s);
glVertex3f(cp->posc[3], cp->posc[2], s);
glVertex3f(cp->posc[3], cp->posc[2], s1);
glVertex3f(0.0, 0.0, s1);
glEnd();
glRotatef(60.0, 0.0, 0.0, 1.0);
}
static void draw_middle_piece(cube21_conf *cp, int s, cind_t cind, col_t colors)
{
s *= 6;
glBegin(GL_QUADS);
if(cp->cmat) glColor3fv(cp->color_inner);
glNormal3f(0.0, 0.0, 1.0);
glTexCoord2f(TEX_GRAY);
glVertex3f(cp->posc[1], 0.0, cp->posc[0]);
glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]);
glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]);
glVertex3f(-cp->posc[1], 0.0, cp->posc[0]);
glNormal3f(0.0, 0.0, -1.0);
glTexCoord2f(TEX_GRAY);
glVertex3f(cp->posc[1], 0.0, -cp->posc[0]);
glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]);
glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]);
glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]);
glNormal3f(0.0, -1.0, 0.0);
glTexCoord2f(TEX_GRAY);
glVertex3f(-cp->posc[1], 0.0, cp->posc[0]);
glVertex3f(cp->posc[1], 0.0, cp->posc[0]);
glVertex3f(cp->posc[1], 0.0, -cp->posc[0]);
glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]);
glNormal3f(COS15, -SIN15, 0.0);
if(cp->cmat) glColor3fv(colors[cind[4][s]]);
glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[1], 0.0, cp->posc[0]);
glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]);
glTexCoord2f(1.0, cp->texq); glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]);
glTexCoord2f(cp->texq, cp->texq); glVertex3f(cp->posc[1], 0.0, -cp->posc[0]);
glNormal3f(SIN15, COS15, 0.0);
if(cp->cmat) glColor3fv(colors[cind[4][s+1]]);
glTexCoord2f(0.0, 0.5); glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]);
glTexCoord2f(cp->texq, 0.5); glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]);
glTexCoord2f(cp->texq, 0.75); glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]);
glTexCoord2f(0.0, 0.75); glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]);
glNormal3f(-COS15, SIN15, 0.0);
if(cp->cmat) glColor3fv(colors[cind[4][s+4]]);
glTexCoord2f(0.0, 0.75); glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]);
glTexCoord2f(1.0, 0.75); glVertex3f(-cp->posc[1], 0.0, cp->posc[0]);
glTexCoord2f(1.0, 1.0); glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]);
glTexCoord2f(0.0, 1.0); glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]);
glEnd();
}
static void draw_middle(cube21_conf *cp)
{
if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0);
draw_middle_piece(cp, 0, cp->cind, cp->colors);
if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0);
glRotatef(180.0, 0.0, 0.0, 1.0);
if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0);
draw_middle_piece(cp, 1, cp->cind, cp->colors);
if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0);
}
static void draw_half_face(ModeInfo *mi, cube21_conf *cp, int s, int o)
{
int i, s1 = 1-s*2, s2 = s*2;
for(i = o; i<o+6; i++) {
if(cp->pieces[s][i+1])
draw_narrow_piece(mi, cp, s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->colors);
else {
draw_wide_piece(mi, cp, s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->cind[s2+1][i+1], cp->colors);
i++;
}
}
}
static void draw_top_face(ModeInfo *mi, cube21_conf *cp)
{
draw_half_face(mi, cp, 0, 0);
draw_half_face(mi, cp, 0, 6);
}
static void draw_bottom_face(ModeInfo *mi, cube21_conf *cp)
{
draw_half_face(mi, cp, 1, 0);
draw_half_face(mi, cp, 1, 6);
}
static Bool draw_main(ModeInfo *mi, cube21_conf *cp)
{
GLfloat theta = cp->ramount<0?cp->t:-cp->t;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
if(wander)
glTranslatef(3.0*cp->ratio*sin(13.0*cp->posarg), 3.0*sin(17.0*cp->posarg), zpos);
else
glTranslatef(0, 0, zpos);
glScalef(size, size, size);
{
GLfloat s = (MI_WIDTH(mi) < MI_HEIGHT(mi)
? (MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi))
: 1);
glScalef (s, s, s);
}
glRotatef(cp->xrot, 1.0, 0.0, 0.0);
glRotatef(cp->yrot, 0.0, 1.0, 0.0);
gltrackball_rotate (cp->trackball);
if(cp->wire) glColor3f(0.7, 0.7, 0.7);
switch(cp->state) {
case CUBE21_PAUSE1:
case CUBE21_PAUSE2:
draw_top_face(mi, cp);
draw_bottom_face(mi, cp);
draw_middle(cp);
break;
case CUBE21_ROT_TOP:
glRotatef(theta, 0.0, 0.0, 1.0);
draw_top_face(mi, cp);
glRotatef(-theta, 0.0, 0.0, 1.0);
draw_bottom_face(mi, cp);
draw_middle(cp);
break;
case CUBE21_ROT_BOTTOM:
draw_top_face(mi, cp);
glRotatef(theta, 0.0, 0.0, 1.0);
draw_bottom_face(mi, cp);
glRotatef(-theta, 0.0, 0.0, 1.0);
draw_middle(cp);
break;
case CUBE21_HALF1:
glRotatef(theta, 0.0, 1.0, 0.0);
case CUBE21_HALF2:
draw_half_face(mi, cp, 0, 0);
glRotatef(-180.0, 0.0, 0.0, 1.0);
draw_half_face(mi, cp, 1, 0);
glRotatef(-180.0, 0.0, 0.0, 1.0);
if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0);
draw_middle_piece(cp, 0, cp->cind, cp->colors);
if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0);
if(cp->state==CUBE21_HALF1)
glRotatef(-theta, 0.0, 1.0, 0.0);
else
glRotatef(theta, 0.0, 1.0, 0.0);
glRotatef(180.0, 0.0, 0.0, 1.0);
draw_half_face(mi, cp, 0, 6);
glRotatef(-180.0, 0.0, 0.0, 1.0);
draw_half_face(mi, cp, 1, 6);
glRotatef(-180.0, 0.0, 0.0, 1.0);
if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0);
draw_middle_piece(cp, 1, cp->cind, cp->colors);
break;
}
if(spin) {
if((cp->xrot += spinspeed)>360.0) cp->xrot -= 360.0;
if((cp->yrot += spinspeed)>360.0) cp->yrot -= 360.0;
}
if(wander)
if((cp->posarg += wspeed/1000.0)>360.0) cp->posarg -= 360.0;
if((cp->t += tspeed)>cp->tmax) finish(cp);
return True;
}
static void parse_colmode(void)
{
if(!colmode_s) {
colmode = CUBE21_COLOR_WHITE;
return;
}
if(strstr(colmode_s, "se") || strstr(colmode_s, "sil")) colmode = CUBE21_COLOR_SILVER;
else if(strstr(colmode_s, "ce") || strstr(colmode_s, "cla")) colmode = CUBE21_COLOR_CLASSIC;
else if(strstr(colmode_s, "2") || strstr(colmode_s, "two")) colmode = CUBE21_COLOR_TWORND;
else if(strstr(colmode_s, "6") || strstr(colmode_s, "six")) colmode = CUBE21_COLOR_SIXRND;
else if(strstr(colmode_s, "1") || strstr(colmode_s, "ran") || strstr(colmode_s, "rnd")) colmode = CUBE21_COLOR_RANDOM;
else colmode = CUBE21_COLOR_WHITE;
}
static void init_posc(cube21_conf *cp)
{
cp->texp = (1.0-tan(Pi/12.0))/2.0;
cp->texq = 1.0-cp->texp;
/* Some significant non-trivial coordinates
* of the object. We need them exactly at GLfloat precision
* for the edges to line up perfectly. */
cp->posc[0] = tan(Pi/12); /* 0.268 */
cp->posc[1] = 1.0/cos(Pi/12); /* 1.035 */
cp->posc[2] = cos(Pi/6)/cos(Pi/12); /* 0.897 */
cp->posc[3] = sin(Pi/6)/cos(Pi/12); /* 0.518 */
cp->posc[4] = sqrt(2)*cos(Pi/6); /* 1.225 */
cp->posc[5] = sqrt(2)*sin(Pi/6); /* 0.707 = 1/sqrt(2) */
}
static void draw_horz_line(cube21_conf *cp, int x1, int x2, int y)
{
int x, y0 = y, w;
if(y<BORDER) y = -y;
else y = -BORDER;
for(; y<BORDER; y++) {
if(y0+y>=TEX_HEIGHT) break;
w = y*y*255/BORDER2;
for(x=x1; x<=x2; x++)
if(cp->texture[y0+y][x]>w) cp->texture[y0+y][x] = w;
}
}
static void draw_vert_line(cube21_conf *cp, int x, int y1, int y2)
{
int x0 = x, y, w;
if(x<BORDER) x = -x;
else x = -BORDER;
for(; x<BORDER; x++) {
if(x0+x>=TEX_WIDTH) break;
w = x*x*255/BORDER2;
for(y=y1; y<=y2; y++)
if(cp->texture[y][x0+x]>w) cp->texture[y][x0+x] = w;
}
}
static void draw_slanted_horz(cube21_conf *cp, int x1, int y1, int x2, int y2)
{
int x, y, dx = x2-x1, dy = y2-y1, y0, w;
for(x=x1; x<=x2; x++) {
y0 = y1+(y2-y1)*(x-x1)/(x2-x1);
for(y=-1-BORDER; y<2+BORDER; y++) {
w = dx*(y0+y-y1)-dy*(x-x1);
w = w*w/(dx*dx+dy*dy);
w = w*255/BORDER2;
if(cp->texture[y0+y][x]>w) cp->texture[y0+y][x] = w;
}
}
}
static void draw_slanted_vert(cube21_conf *cp, int x1, int y1, int x2, int y2)
{
int x, y, dx = x2-x1, dy = y2-y1, x0, w;
for(y=y1; y<=y2; y++) {
x0 = x1+(x2-x1)*(y-y1)/(y2-y1);
for(x=-1-BORDER; x<2+BORDER; x++) {
w = dy*(x0+x-x1)-dx*(y-y1);
w = w*w/(dy*dy+dx*dx);
w = w*255/BORDER2;
if(cp->texture[y][x0+x]>w) cp->texture[y][x0+x] = w;
}
}
}
static void make_texture(cube21_conf *cp)
{
int x, y, x0, y0;
float grayp[2] = {TEX_GRAY};
for(y=0; y<TEX_HEIGHT; y++)
for(x=0; x<TEX_WIDTH; x++)
cp->texture[y][x] = 255;
draw_horz_line(cp, 0, TEX_WIDTH-1, 0);
draw_horz_line(cp, cp->texq*TEX_WIDTH, TEX_WIDTH-1, cp->texp*TEX_HEIGHT);
draw_horz_line(cp, cp->texq*TEX_WIDTH, TEX_WIDTH-1, cp->texq*TEX_HEIGHT);
draw_horz_line(cp, 0, cp->texq*TEX_WIDTH, TEX_HEIGHT/2);
draw_horz_line(cp, 0, TEX_WIDTH-1, TEX_HEIGHT*3/4);
draw_horz_line(cp, 0, TEX_WIDTH-1, TEX_HEIGHT-1);
draw_vert_line(cp, 0, 0, TEX_HEIGHT-1);
draw_vert_line(cp, cp->texq*TEX_WIDTH, 0, TEX_HEIGHT*3/4);
draw_vert_line(cp, TEX_WIDTH-1, 0, TEX_HEIGHT-1);
draw_slanted_horz(cp, 0, cp->texp*TEX_HEIGHT, TEX_WIDTH/2, TEX_HEIGHT/2);
draw_slanted_vert(cp, cp->texp*TEX_WIDTH, 0, TEX_WIDTH/2, TEX_HEIGHT/2);
draw_slanted_vert(cp, cp->texq*TEX_WIDTH, 0, TEX_WIDTH/2, TEX_HEIGHT/2);
x0 = grayp[0]*TEX_WIDTH;
y0 = grayp[1]*TEX_HEIGHT;
for(y=-1; y<=1; y++)
for(x=-1; x<=1; x++)
cp->texture[y0+y][x0+x] = 100;
}
/* It doesn't look good */
/*#define MIPMAP*/
static void init_gl(ModeInfo *mi)
{
cube21_conf *cp = &cube21[MI_SCREEN(mi)];
#ifdef MIPMAP
int status;
#endif
parse_colmode();
cp->wire = MI_IS_WIREFRAME(mi);
cp->cmat = !cp->wire && (colmode != CUBE21_COLOR_WHITE);
if(MI_IS_MONO(mi)) {
tex = False;
cp->cmat = False;
}
# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
cp->wire = 0;
# endif
if(cp->wire) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
return;
}
if(!tex)
cp->color_inner[0] = cp->color_inner[1] = cp->color_inner[2] = 0.4;
else
cp->color_inner[0] = cp->color_inner[1] = cp->color_inner[2] = 1.0;
glClearDepth(1.0);
glDrawBuffer(GL_BACK);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glShadeModel(GL_FLAT);
glDepthFunc(GL_LESS);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, position1);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material_specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
if(!tex) return;
glEnable(GL_TEXTURE_2D);
#ifdef MIPMAP
clear_gl_error();
status = gluBuild2DMipmaps(GL_TEXTURE_2D, 1, TEX_WIDTH, TEX_HEIGHT,
GL_LUMINANCE, GL_UNSIGNED_BYTE, texture);
if (status) {
const char *s = gluErrorString(status);
fprintf (stderr, "%s: error mipmapping texture: %s\n", progname, (s?s:"(unknown)"));
exit (1);
}
check_gl_error("mipmapping");
#else
glTexImage2D(GL_TEXTURE_2D, 0, 1, TEX_WIDTH, TEX_HEIGHT,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, cp->texture);
#endif
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef MIPMAP
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
#else
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#endif
}
static void init_cp(cube21_conf *cp)
{
int i, j;
GLfloat ce_colors[6][3] = {
{1.0, 1.0, 1.0},
{1.0, 0.5, 0.0},
{0.0, 0.9, 0.0},
{0.8, 0.0, 0.0},
{0.1, 0.1, 1.0},
{0.9, 0.9, 0.0}
};
cp->state = CUBE21_STATE_BASIC;
cp->xrot = -65.0; cp->yrot = 185.0;
cp->posarg = (wspeed?random()%360:0.0);
cp->t = 0.0; cp->tmax = twait;
cp->hf[0] = cp->hf[1] = 0;
cp->fr[0] = cp->fr[1] = 0;
for(i=0;i<13;i++)
cp->pieces[0][i] = cp->pieces[1][i] = (i%3==1?0:1);
switch(colmode) {
case CUBE21_COLOR_RANDOM:
case CUBE21_COLOR_TWORND:
case CUBE21_COLOR_SIXRND:
for(i=0; i<6; i++)
for(j=0; j<3; j++)
cp->colors[i][j] = rndcolor();
break;
case CUBE21_COLOR_SILVER:
cp->colors[0][0] = 1.0;
cp->colors[0][1] = 1.0;
cp->colors[0][2] = 1.0;
cp->colors[1][0] = rndcolor();
cp->colors[1][1] = rndcolor();
cp->colors[1][2] = rndcolor();
break;
case CUBE21_COLOR_CLASSIC:
for(i=0; i<6; i++)
for(j=0; j<3; j++)
cp->colors[i][j] = 0.2+0.7*ce_colors[i][j];
break;
}
switch(colmode) {
case CUBE21_COLOR_SILVER:
case CUBE21_COLOR_TWORND:
for(i=0; i<5; i++)
for(j=0; j<12; j++)
if(i==0) cp->cind[i][j] = 0;
else if(i==2) cp->cind[i][j] = 1;
else cp->cind[i][j] = ((j+5)%12)>=6?1:0;
break;
case CUBE21_COLOR_CLASSIC:
case CUBE21_COLOR_SIXRND:
for(i=0; i<5; i++)
for(j=0; j<12; j++)
if(i==0) cp->cind[i][j] = 4;
else if(i==2) cp->cind[i][j] = 5;
else cp->cind[i][j] = ((j+5)%12)/3;
break;
case CUBE21_COLOR_RANDOM:
for(i=0; i<5; i++)
for(j=0; j<12; j++)
cp->cind[i][j] = 0;
break;
}
if(rndstart) randomize(cp);
}
/*************************************************************************/
ENTRYPOINT void reshape_cube21(ModeInfo *mi, int width, int height)
{
cube21_conf *cp = &cube21[MI_SCREEN(mi)];
int y = 0;
if(!height) height = 1;
cp->ratio = (GLfloat)width/(GLfloat)height;
if (width > height * 5) { /* tiny window: show middle */
height = width;
y = -height/2;
cp->ratio = width / (GLfloat) height;
cp->posarg = 0;
}
glViewport(0, y, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, cp->ratio, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT);
}
ENTRYPOINT Bool
cube21_handle_event (ModeInfo *mi, XEvent *event)
{
cube21_conf *cp = &cube21[MI_SCREEN(mi)];
if (gltrackball_event_handler (event, cp->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&cp->button_down_p))
return True;
return False;
}
ENTRYPOINT void init_cube21(ModeInfo *mi)
{
cube21_conf *cp;
MI_INIT(mi, cube21);
cp = &cube21[MI_SCREEN(mi)];
cp->trackball = gltrackball_init (False);
if(!cp->texp) {
init_posc(cp);
make_texture(cp);
}
#ifdef HAVE_MOBILE
size *= 2;
#endif
if ((cp->glx_context = init_GL(mi)) != NULL) {
init_gl(mi);
init_cp(cp);
reshape_cube21(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
} else {
MI_CLEARWINDOW(mi);
}
}
ENTRYPOINT void draw_cube21(ModeInfo * mi)
{
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
cube21_conf *cp;
if (!cube21) return;
cp = &cube21[MI_SCREEN(mi)];
MI_IS_DRAWN(mi) = True;
if (!cp->glx_context) return;
mi->polygon_count = 0;
glXMakeCurrent(display, window, *cp->glx_context);
if (!draw_main(mi, cp)) {
MI_ABORT(mi);
return;
}
if (MI_IS_FPS(mi)) do_fps (mi);
glFlush();
glXSwapBuffers(display, window);
}
#ifndef STANDALONE
ENTRYPOINT void change_cube21(ModeInfo * mi)
{
cube21_conf *cp = &cube21[MI_SCREEN(mi)];
if (!cp->glx_context) return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *cp->glx_context);
init_gl(mi);
}
#endif /* !STANDALONE */
ENTRYPOINT void free_cube21(ModeInfo * mi)
{
cube21_conf *cp = &cube21[MI_SCREEN(mi)];
if (!cp->glx_context) return;
glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *cp->glx_context);
gltrackball_free (cp->trackball);
}
XSCREENSAVER_MODULE ("Cube21", cube21)
#endif